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66 lines
3.1 KiB
66 lines
3.1 KiB
using UnityEditor.Rendering.UITK.ShaderGraph;
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using UnityEngine;
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using SlotType = UnityEditor.Graphing.SlotType;
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namespace UnityEditor.ShaderGraph
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{
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[Title("UI", "Default Bitmap Text")]
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[SubTargetFilter(typeof(IUISubTarget))]
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class DefaultBitmapTextNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireUITK
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{
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public DefaultBitmapTextNode()
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{
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name = "Default Bitmap Text";
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synonyms = null;
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UpdateNodeAfterDeserialization();
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}
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const int k_InputSlotIdTint = 0;
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const int k_OutputSlotId = 1;
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const string k_InputSlotNameTint = "Tint";
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const string k_OutputSlotName = "Bitmap Text";
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new DefaultVector4MaterialSlot(k_InputSlotIdTint, k_InputSlotNameTint, k_InputSlotNameTint, "Default"));
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AddSlot(new ColorRGBAMaterialSlot(k_OutputSlotId, k_OutputSlotName, k_OutputSlotName, SlotType.Output, Vector4.one, ShaderStageCapability.Fragment));
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RemoveSlotsNameNotMatching(new[] { k_InputSlotIdTint, k_OutputSlotId });
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}
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public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
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{
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string outputVarName = GetVariableNameForSlot(k_OutputSlotId);
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sb.AppendLine("float4 {0} = float4(1, 1, 0, 1);", outputVarName);
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sb.AppendLine("[branch] if ((_UIE_RENDER_TYPE_TEXT || _UIE_RENDER_TYPE_ANY) && round(IN.typeTexSettings.x) == k_FragTypeText && (!(GetTextureInfo(IN.typeTexSettings.y).sdfScale > 0.0)))");
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using (sb.BlockScope())
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{
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bool hasTint = GetInputNodeFromSlot(k_InputSlotIdTint) != null;
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sb.AppendLine("BitmapTextFragInput Unity_UIE_EvaluateBitmapNode_Input;");
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sb.AppendLine("Unity_UIE_EvaluateBitmapNode_Input.tint = {0};", hasTint ? GetSlotValue(k_InputSlotIdTint, generationMode) : "IN.color");
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sb.AppendLine("Unity_UIE_EvaluateBitmapNode_Input.textureSlot = IN.typeTexSettings.y;");
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sb.AppendLine("Unity_UIE_EvaluateBitmapNode_Input.uv = IN.uvClip.xy;");
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sb.AppendLine("Unity_UIE_EvaluateBitmapNode_Input.opacity = IN.typeTexSettings.z;");
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sb.AppendLine("CommonFragOutput Unity_UIE_EvaluateBitmapNode_Output = uie_std_frag_bitmap_text(Unity_UIE_EvaluateBitmapNode_Input);");
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sb.AppendLine("{0}.rgb = Unity_UIE_EvaluateBitmapNode_Output.color.rgb;", outputVarName);
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// To correctly apply the opacity we have to multiply the alpha values by the input color's alpha if input color is not used as the tint
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if (hasTint)
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{
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sb.AppendLine("{0} = Unity_UIE_EvaluateBitmapNode_Output.color * IN.color.a;", outputVarName);
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}
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else
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{
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sb.AppendLine("{0}.a = Unity_UIE_EvaluateBitmapNode_Output.color.a;", outputVarName);
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}
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}
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}
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public bool RequiresUITK(ShaderStageCapability stageCapability)
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{
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return true;
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}
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}
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}
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